Server needs to not rematch if any device has more than one
player (for now, as I'm too lazy to fix this rare condition.) I'm
moving toward having the linux client write status to a unix socket on
exit rather than having the test script parse the log file for
status. GameOver is there now. Tile counts should follow.
Add new script param setting a timeout before which games will be
rematched on finishing. Add new param to ncurses version telling it to
try to rematch when finishing. This introduces a new problem because
now there are multiple games per "device", and various log-grepping
stuff like listing the number of tiles in play or determing whether
device is finished all assumed one game. I addressed the latter by
adding a way to query the DB to see if all games are done, but that's
not quite right because the number of pending messages is increasing
after a game completes. Still, the testing is useful so I'm pushing
this.
Because only the host/inviter knows the addresses of all the devices
in a game it's hard for guests to rematch (unless it's a 2-device
game, as they know the host's address.) So now, as part of telling
guests the game is ready to play, include the addresses of other
guests. It's usually only 9 bytes per device, and only happens when
more than two devices are in a game.
Add ability to copy to clipboard and then to invite by pasting from
clipboard. Makes it much easier to connect two emulator instances
where neither can camera the other's QR code.
No point in sending the old-topic-format MQTT messages to clients that
know about the new one, and in fact it's harmful. Devices in a game
already agree on the stream version to use and communicate it, so pass
that into comms once it's known and from there on to the device code
that builds mqtt messages.